Martin Plicht
dd44c32e14
Remove some duplicate functions from scripts
2013-10-14 07:21:12 +02:00
Sven Eberhardt
8fde966ee5
LibraryStackable supports infinite stack counts for tutorials, AI enemies, etc.
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Also renamed internal Update() function to avoid name collisions with other scripts/libraries.
2013-02-09 13:35:17 +01:00
Oliver Schneider
3d98775701
Fixed a typo in Tutorial01
2013-02-04 23:50:17 +01:00
David Dormagen
8970913fc7
added System.ocg/EnergyBar.c which provides AddEnergyBar() to show an energy bar over any object, adjusted Tutorial04 to use that
2013-01-22 18:44:29 +01:00
Tobias Zwick
28e2bdbb92
fix #724 : revers the order in which GetCrew(plr,index) returns the crew
2013-01-13 15:45:51 +01:00
Maikel de Vries
4d3ed0ebc1
Correctly direct player from tutorial 4 to 5
2012-11-07 18:39:33 +01:00
Charles Spurrill
8b9b891abe
Tutorial 4 leads to Tutorial 5 on completion, as per the others
2012-11-06 16:38:12 -08:00
Maikel de Vries
018589efd3
Fixed a c4script runtime error in tutorial 3
2012-11-04 14:03:36 +01:00
Maikel de Vries
90132453d3
Fixed time of day in tutorial 4
2012-10-31 18:43:16 +01:00
Russell
5782557a34
Clonk. Now with 65% better grammar.
2012-10-22 18:35:06 +01:00
Felix Wagner
a31f4733af
Tutorial 3: Weapons come back when destructed ( #553 )
2012-10-15 01:14:58 +02:00
Felix Wagner
ce7574c24c
Tutorial 2: added catapult, equipment is restored properly
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Removed cannon, added catapult
Added EquipmentRestore effect to grappler and ropeladder
2012-10-14 14:43:38 +02:00
Tobias Zwick
9df0792180
fix some strings in tutorial 5
2012-10-14 13:26:40 +02:00
Tobias Zwick
374e86d632
fixed tutorial 01 for current controls
2012-10-13 18:58:41 +02:00
Maikel de Vries
6bbabdfc41
Fixed stone doors in tutorial 4
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again, the landscape was the problem
2012-10-13 13:23:29 +02:00
Felix Wagner
7130394cfb
Scenario folder descriptions added and synchronised
2012-10-13 13:17:59 +02:00
Charles Spurrill
a66f39f729
Title.pngs for Arena, Parkour, and Settlement scenario folders
2012-10-11 19:39:48 -07:00
Charles Spurrill
140e5b9b76
New title images for tutorials
2012-10-11 04:11:40 -07:00
Maikel de Vries
67589cf86a
Refactor scenarios: Others
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blabla hg
2012-10-09 21:05:50 +02:00
Maikel de Vries
5ada7012ad
Fixed stone door in tutorial 4
2012-10-08 22:59:46 +02:00
Günther Brammer
35a0d7b6cd
Script: Get/SetGravity use 1/100 px/tick^2 instead of 1/500
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The old factor was chosen because the default gravity * 500 was exactly
100. But a lot of other engine interfaces use 1/100 px/tick or px/tick^2,
and that is a common scale for scripts to work in, too.
2012-07-15 22:42:17 +02:00
grgecko
1217f77238
Tutorials "new controls" adaptation
2012-06-23 20:02:19 +02:00
Felix Wagner
29aa801eeb
Supposedly fixed endless javelin restoration in Tutorial 3. ( #553 )
2012-05-13 23:12:14 +01:00
Maikel de Vries
da4c683a03
Don't perform scripts after removing an object
2012-04-29 16:56:40 +02:00
Julius Michaelis
8dfeb8dfc2
Settlement Tutorial: Add lost binary files + minor fixes
2012-04-29 00:30:29 +02:00
Julius Michaelis
95ef462a10
Once upon a time... Settlement Tutorial!
2012-04-28 23:52:50 +02:00
Martin Plicht
a4194c22e9
Replace 0 with nil wherever string/object/array is expected
2012-04-12 11:48:23 +02:00
Maikel de Vries
32baccea4f
Clouds are created via definition calls in scenarios
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This to get rid off NoRain.c appendtos, see scenarios for examples. Maybe we should also use this interface for other environment objects.
2012-04-03 19:13:07 +02:00
Maikel de Vries
a0f8f6bc51
Fixed interchange of weapons in tutorial 3 and 4 on death ( #665 )
2012-04-01 16:49:03 +02:00
Armin Burgmeier
f1fa4810c3
Fix a C4Script warning by declaring a parameter in an #appendto script
2012-03-10 15:59:34 +01:00
Felix Wagner
0051862213
For the sake of Eclipse: fixed various var declarations
2012-02-20 12:04:59 +00:00
Felix Wagner
eb6b7be7ee
Fixed various unused vars
2012-02-20 11:58:58 +00:00
Julius Michaelis
d222e2b2eb
Update 1st tutorial's descriptions and fix its mechanics a little
2012-02-02 21:02:18 +01:00
Maikel de Vries
85cbefe808
Content menu can now handle the clonk's backpack
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Also did some cleanup
2011-12-28 11:49:38 +01:00
Julius Michaelis
0f12b3485e
Find sounds with all extensions instead of only wav, so Sound() does no longer require .ogg extensions
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Do not replace * with ? in sound name wildcards anymore, adjust scripts
2011-10-12 23:09:22 +02:00
Maikel de Vries
ebb5751d47
Tutorial4: Fixed losing weapons forever ( #667 )
2011-10-03 15:06:38 +02:00
Maikel de Vries
49bfc2aacb
Objects: Stonedoor damage now visible through cracks ( #669 )
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Thanks to ringwaul for the graphics.
2011-10-03 14:04:38 +02:00
Charles Spurrill
5f3c881f19
Target ballon in tut 3 makes popping noise when shot
2011-10-01 09:27:24 -07:00
Maikel de Vries
59c1aefad9
Objects: All Versions to 5,2,0,1
2011-10-01 10:54:15 +02:00
Maikel de Vries
30e109b73a
Tutorial 4: Fixed item swith when dying ( #665 )
2011-10-01 10:41:53 +02:00
Maikel de Vries
fed64efa6d
Tutorial 2: Fixed blasting spot under ropeladder
2011-10-01 10:31:41 +02:00
Tobias Zwick
ac40c24899
resolved small problem in Tutorial2 because of random explosion shapes
2011-09-10 21:46:07 +02:00
Maikel de Vries
fe8e2cdfe2
Materials: Brick uses Smoother Shape, adapted scenarios accordingly.
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This implies removing a lot of brickedges. Still BrickSoft needs to be moved between liquids and earth in the TexMap for best convenience.
2011-09-07 16:19:19 +02:00
Maikel de Vries
ae0d956f4e
Scenarios: Fixed some brickedges
2011-09-02 22:32:06 +02:00
Maikel de Vries
ca1fc50b52
Engine: MapZoom defaults to 8
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This goes better with 512x512 textures(brick), we still need to adapt some scenarios. In the future we should release only scenarios with MapZoom = 8
2011-09-02 14:35:43 +02:00
Tobias Zwick
ca3b42d83b
adjust most scenarios to have a mapzoom of 8
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... so that the bricks are displayed correctly
2011-08-31 18:30:46 +02:00
Tobias Zwick
fa700f475f
zoom gui objects according to viewport resolution
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at 1280px width of the viewport, the gui objects (C4D_Foreground, mouse cursor, selection marks etc) are shown at 100%.
At resolutions above that, too. At 640px width, those graphics are rendered at 50% of the size, the graphics are never
rendered smaller (which makes 640x480 the smallest reasonable resolution for one player / 1280x1024 for four players).
The text is not zoomed, also not zoomed are message windows (those with portraits), only their position is adapted
2011-08-19 16:49:09 +02:00
Tobias Zwick
f025edb4a9
removed Portraits
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+ CustomMessage now uses a normal picture of a definition/object
+ BigIcon is now the small (and only) "Portrait" the player chan choose
+ In future, one could of course make the max size of the BigIcon bigger
2011-08-05 14:58:16 +02:00
Tobias Zwick
a5a9e3b23a
new clonk-head graphics
2011-08-05 14:54:54 +02:00
Tobias Zwick
480ff384f8
refactored most effects to use meaningful names for their variables
2011-07-31 17:59:51 +02:00